diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
8 files changed, 247 insertions, 199 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 08f6ec63fe..12706f130b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; @@ -58,20 +58,22 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2DRect(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; } @@ -97,11 +99,10 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -109,36 +110,33 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index aae6a070e2..228dc104ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -31,17 +31,16 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -54,6 +53,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; +uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; @@ -71,20 +71,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2DRect(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; } @@ -110,11 +112,10 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -122,36 +123,33 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 931577359e..c3950a10e1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -31,17 +31,18 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform float minimum_alpha; + +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -53,6 +54,8 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform mat4 inv_proj; @@ -70,20 +73,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2D(shadowMap, stc.xyz).x; - float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; } @@ -95,6 +100,13 @@ void main() float shadow = 0.0; vec4 pos = vec4(vary_position, 1.0); + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + + if (diff.a < minimum_alpha) + { + discard; + } + vec4 spos = pos; if (spos.z > -shadow_clip.w) @@ -109,11 +121,10 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -121,36 +132,33 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } @@ -162,8 +170,6 @@ void main() shadow = 1.0; } - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f7f1f649ce..5621e47ab7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -154,7 +154,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index a137bea30f..9df9d75905 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -279,7 +279,7 @@ void main() float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 99a277fbfc..6d6ad6d565 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -31,8 +31,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -VARYING vec4 vertex_color; - uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -49,6 +47,7 @@ uniform vec3 proj_n; uniform float proj_focus; //distance from plane to begin blurring uniform float proj_lod; //(number of mips in proj map) uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; uniform float proj_ambiance; uniform float near_clip; uniform float far_clip; @@ -58,16 +57,65 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -VARYING vec4 vary_light; +uniform float size; +uniform vec3 color; +uniform float falloff; +VARYING vec3 trans_center; VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -85,6 +133,15 @@ void main() frag.xyz = frag.xyz*0.5+0.5; frag.xy *= screen_res; + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = trans_center.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= size; + if (dist2 > 1.0) + { + discard; + } + float shadow = 1.0; if (proj_shadow_idx >= 0) @@ -96,17 +153,8 @@ void main() shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); } - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 > 1.0) - { - discard; - } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -119,8 +167,12 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = vertex_color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float fa = falloff+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten <= 0.0) + { + discard; + } lv = proj_origin-pos.xyz; lv = normalize(lv); @@ -138,37 +190,33 @@ void main() proj_tc.y > 0.0) { float lit = 0.0; + float amb_da = proj_ambiance; + if (da > 0.0) { float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; - vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; col = lcol*lit*diff_tex*shadow; - } - - float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); - float amb_da = proj_ambiance; - if (da > 0.0) - { amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + amb_da += (da*da*0.5+0.5)*proj_ambiance; - + amb_da *= dist_atten * noise; - + amb_da = min(amb_da, 1.0-lit); - - col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -185,19 +233,23 @@ void main() { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { - stc.xy /= stc.z+proj_near; - + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 8c4ccf9cb3..890486c4b1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,10 +35,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; @@ -55,10 +55,10 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; uniform float shadow_bias; uniform float shadow_offset; @@ -78,42 +78,43 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; + stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + - return shadow/5.0; - - //return shadow; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - vec2 off = 1.5/proj_shadow_res; - - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - //return shadow; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + + return shadow*0.2; } void main() @@ -125,7 +126,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; @@ -162,11 +163,10 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -174,36 +174,33 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -237,11 +234,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 02075a7687..2dcd3d656f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; uniform sampler2D noiseMap; @@ -55,10 +55,11 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform float shadow_offset; @@ -90,7 +91,7 @@ vec2 getKern(int i) kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - + return kern[i]; } @@ -139,42 +140,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; + float cs = shadow2D(shadowMap, stc.xyz).x; - float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); - - return shadow/5.0; - //return shadow; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; - - //return shadow; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + + return shadow*0.2; } void main() @@ -186,7 +187,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; @@ -223,11 +224,10 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -235,36 +235,33 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -298,11 +295,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; |